Issue: Sound rapidly dying on Linux system(s)
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Re: Issue: Sound rapidly dying on Linux system(s)
by Agetian » 08 Apr 2013, 16:58
@ Chris H: That's great, thanks in advance for your help! Yeah, I might eventually set up a branch as soon as I get good enough with the API basics.
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Re: Issue: Sound rapidly dying on Linux system(s)
by Max mtg » 08 Apr 2013, 17:36
Not sure if I'll be able to participate. Anyway, I like that the choice was made in favour of JOGL libraries stack.
They do have different libs for each of major OS, inlcuding MacOS, that get included somehow by build engine. (I don't know all the details)
They do have different libs for each of major OS, inlcuding MacOS, that get included somehow by build engine. (I don't know all the details)
Single class for single responsibility.
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Re: Issue: Sound rapidly dying on Linux system(s)
by Agetian » 09 Apr 2013, 18:38
Ok, JOAL has to be delayed a little because it's not as seamless as I thought it would be (the 64-bit libraries are not available for both Windows and Linux, so people with 64-bit systems were going to run into trouble).
For now, I've found a rather indirect workaround for the Java Sound API idiosyncracies and, as such, I've implemented an alternative sound system for people who have issues on Linux (or potentially other systems that may be affected). It's disabled by default and is enabled via a checkbox in preferences. It's non-caching and, as such, less efficient and more resource-intensive, so it should only be used in case there are issues with the original default method of sound output. As such, the option is off by default but can be turned on at will without needing to restart Forge.
Tested in many games, including stress conditions (attempts to play multiple sounds at the same time etc.), so it should be fine, but more testing and tweaking may be done on the way. This commit should not affect the standard (old style) sound system in any way, so the change should be transparent to the users who did not have sound issues in the first place.
Migration to another API may still be planned for the future, but it'll have to be considered very carefully and explored in detail, so it's going to take time.
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For now, I've found a rather indirect workaround for the Java Sound API idiosyncracies and, as such, I've implemented an alternative sound system for people who have issues on Linux (or potentially other systems that may be affected). It's disabled by default and is enabled via a checkbox in preferences. It's non-caching and, as such, less efficient and more resource-intensive, so it should only be used in case there are issues with the original default method of sound output. As such, the option is off by default but can be turned on at will without needing to restart Forge.
Tested in many games, including stress conditions (attempts to play multiple sounds at the same time etc.), so it should be fine, but more testing and tweaking may be done on the way. This commit should not affect the standard (old style) sound system in any way, so the change should be transparent to the users who did not have sound issues in the first place.
Migration to another API may still be planned for the future, but it'll have to be considered very carefully and explored in detail, so it's going to take time.
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